/*
Realistic Unit Modification v4.0 Dialog 
v4.0.0.1 [ALPHA]
Concept & Development by Draper & Raps | [VRC]
*/

/* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  COMMON OPTIONS /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ */ 

/* debug */
RUM_DEBUG = false;

/* Callsigns for players used in radio dialogs */
if(player == RUM_CMD)then{RUM_COM_Callsign = "Alpha-1-1"};
if(player == RUM_CMD2)then{RUM_COM_Callsign = "Alpha-1-2"};
if(player == RUM_CMD3)then{RUM_COM_Callsign = "Alpha-1-3"};

/* Settings for HQ Callsign and mission title */
RUM_RADIO_MissionName = "Operation RUM Test";
RUM_RADIO_AssetProvider = "JDOC";

/* 
ROE (Rules of Engagement - No-Fire-Zone(s)).

1) Add a marker to the map using either rectangle or ellipse of any size or angle
2) Name the marker and add the name as a string in the list below (i.e. "markername") for each zone. These zones will be restriced areas or No-Fire-Zone(s) 
*/
RUM_ROE_nofire = [
	"base",
	"marina"
];

/*
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  ARTILLERY BATTERIES /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

List of available artillery batteries 
	
1) Create artillery group and name the group leader object (i.e. RUM_arty1).
2) The "Battery callsign" can be anything you like, just used for radio and dialog.
3) The type of arty can be "howitzer", "mortar", or "mlrs".
4) Add the (number of gun batteries). This is crucual for determining real world rates of fire and sequence.

Optional
1) Put "scootable" at the end of an array if the unit is able to move to a new firing position

array format:
	[artygroup_name,"Battery callsign","type of arty",number_of_guns_in_battery]
*/

RUM_ArtyBatts = [
	[RUM_arty1,"M4 Battery Romeo","howitzer",2,"scootable"],
	[RUM_mort1,"MK6 Battery Oscar","mortar",4],
	[RUM_mlrs1,"M5 Battery Victor","mlrs",2,"scootable"]
];

/* 
Rates of fire per minute, Max and Sustained fire.
MAX - is used for small and short fire missions
SUS - sustained is used for large and longer fire missions.
HOW - "howitzer" type
MOR - "mortar" type
RLS - "mlrs" type
*/

RUM_HOW_MAX = 6;
RUM_HOW_SUS = 3;
RUM_MOR_MAX = 25;
RUM_MOR_SUS = 12;
RUM_RLS_MAX = 12;
RUM_RLS_SUS = 12;

/* Options */
RUM_Arty_SpawnShells = false; /* false = shells are fired from the gun, true = shells spawn in the air. */
RUM_Arty_TargetingTypes = [	/* Targeting methods ["POLAR","GRID","LASER"] */
	"POLAR",
	"GRID",
	"LASER"
];	
RUM_Arty_class_howitzer = [	/* Type names used for howizter shells */
	"HE","32Rnd_155mm_Mo_shells",
	"SMOKE","8Rnd_155mm_Mo_smoke",
	"SADARM","2Rnd_155mm_Mo_guided",
	"DPICM","2Rnd_155mm_Mo_cluster",
	"AP MINE","8Rnd_155mm_Mo_mine",
	"AT MINE","8Rnd_155mm_Mo_AT_mine",
	"LG","2Rnd_155mm_Mo_LG"
];
RUM_Arty_class_mortar = [	/* Type names used for mortar shells */
	"HE","8Rnd_82mm_Mo_shells",
	"ILLUM","8Rnd_82mm_Mo_Flare_white",
	"SADARM","8Rnd_82mm_Mo_guided",
	"LASER","8Rnd_82mm_Mo_LG",
	"SMOKE","8Rnd_82mm_Mo_Smoke_white"
];
RUM_Arty_class_mlrs = [	/* Type names used for mlrs shells */
	"HE","14Rnd_80mm_rockets"
];

/*
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  FIXED WING AIRCRAFT  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Airport list of available aircraft

1) Create a plane and give it a name, which goes first in the array.
2) Give a string for a callsign to use to identify the plane.
3) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
4) Another object at the startpoint of the runway where it will take off from.
5) Another object at the end or outgoing point of the runway.
6) Another object at the start or inbound point farther out from the runway by several hundred meters.
7) The number of munitions allowed for the particular aircraft.

array format: 
	[plane_name,"plane_callsign",plane_home_object,runway_object,runway_egress,runway_ingress,max_payload_size]

*/

RUM_FXDAircraft = [
	[RUM_FXD1,"A-143 'SABER 12'",RUM_FXD1_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,2,"cas"],
	[RUM_FXD2,"A-143 'REAPER 86'",RUM_FXD2_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,2,"cap"]
];

/*
Spawn list of available aircraft 

1) Makeup a unique plane name, AS A STRING, which goes first in the array.
2) Create a string to name the aircraft.
3) Put in the cfgVehicles classname of the aircraft to be spawned.
4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.
5) The number of munitions allowed for the particular aircraft.	
	
array format:
	["plane_name_string","plane_callsign","classname",spawnpoint_name,max_payload_size]
	
*/

RUM_FXDAircraft_Spawn = [
	// ["RUM_FXD3","MQ4A 'Greyhawk'","B_UAV_02_F",RUM_FXD_Spawn,4,"cas"],
	["RUM_FXD3","A-164 'HAMMERHEAD 71'","B_Plane_CAS_01_F",RUM_FXD_Spawn,4,"cas"]
];

/* 	
Stationed list of available aircraft

To use, make sure an aircraft is flying in the air via mission editor.
1) Array of payload on board the aircraft. Only use the following... "JDAM","CBU(AP)","CBU(AT)","CBU(M)" Max is 6!
2) Array exactly like that in the library of RUM_FXDAircraft or RUM_FXDAircraft_Spawn depending on RUM_FXD_NonSpawn.

array format:
	[[payload],[library_array]]
*/

RUM_FXDAircraft_onStation = [
	/* Spawn method to place a stationed fixed wing from spawned aircraft list */
	//[["JDAM","JDAM"],["RUM_FXD108","A10 'Dragon'","A10_US_EP1",RUM_FixedSpawn,4,RUM_FXD108]]
	
	/* Static airport method to place a stationed fixed wing and use with airport list */
	//[["JDAM","CBU(AP)"],["RUM_FXD108","A10 'Dragon'",RUM_FXD108_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,2]]
];

/* Options */
RUM_FXD_Pilot = "B_Pilot_F";	/* pilot classname */	
RUM_FXD_Rspwn = false;			/* false = no, true = yes (only when RUM_FXD_NonSpawn = true) */	
RUM_FXD_RspwnTime = 10;			/* time delay for respawn */
RUM_FXD_NumRspwn = 0;			/* number of respawns, 0 = infinity */
RUM_FXD_NonSpawn = true;		/* true = uses airport list, false = uses spawn list */
RUM_FXD_ReSupTime = 20;			/* delay before asset is available again */
RUM_FXD_flyHeight = 350;		/* flight height - (meters) */
RUM_FXD_flightCheckIn = true;	/* true - asset will check in with JTAC controller when stationed */

// Bomb Configuration
RUM_FXD_bombClass = "Bo_Mk82_MI08";			/* Iron bomb classnames */
RUM_FXD_bombClassLGB = "Bo_GBU12_LGB";		/* LGB bomb classname */
RUM_FXD_bombClassCBUAP = "Bo_Mk82_MI08";	/* AP cluster bomb classname */
RUM_FXD_bombClassCBUAT = "Bo_Mk82_MI08";	/* AT cluster bomb classname */
RUM_FXD_bombClassCBUM = "Bo_Mk82_MI08";		/* Mine cluster bomb classname */

/* List of available munitions, "JDAM","CBU(AP)","CBU(AT)","CBU(M)" (case sensitive/string format) */
RUM_FXD_bombList = [
	"JDAM",
	"CBU(AP)",
	"CBU(AT)",
	"CBU(M)"
	// "LGB"
];	

/*
	Helo override - overrides helo flight behavior for worlds like Chernarus, Podagorsk, Bystrica (think trees, tall trees)
*/
RUM_WorldOverride = false;  // set true if using Cherno, Podagorsk, Bystrica, or any map that has large/tall trees

/*
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  ROTOR BLADE ATTACK AIRCRAFT  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Airport list of available aircraft

1) Create a helo and give it a name, which goes first in the array.
2) Give a string for a callsign to use to identify the plane.
3) Put in the cfgVehicles classname of the aircraft to be spawned.
4) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
5) Another object at the startpoint of the runway where it will take off from.
6) Another object at the end or outgoing point of the runway.
7) Another object at the start or inbound point farther out from the runway by several hundred meters.
Optional
1) Put at the end "atgm" for direct fire with (Air to Ground Missile) and the weapon classname used.
	eg: "atgm","HellfireLauncher"
	1a) ATGM - Air to Ground Missile (ie: hellfire missiles {laser guided}
	1b) SFS - Suppressive Fire Support (ie: mounted chaingun or machine gun turret {laser directed})

array format:
	[helo_name,"callsign",home,runway,egress,ingress,"atgm","classname","sfs","classname"]
*/

RUM_AHelAircraft = [
	[RUM_AHEL1,"AH-99 'WARHORSE 11'",RUM_AHEL1_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"atgm","missiles_DAGR","sfs","gatling_20mm"],
	[RUM_AHEL2,"AH-9 'THUNDER 03'",RUM_AHEL2_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress],
	[RUM_AHEL4,"AH-99 'SCORPION 01'",RUM_AHEL4_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"atgm","missiles_DAGR","sfs","gatling_20mm"]
];

/* 	Library of available aircrft on station >>
 
Spawned Helos >> ["helo_name_string","helo_callsign","Classname",helo_home_object,runway_object,runway_egress,runway_ingress]
Static Helos >>  ["helo_name_string","helo_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	To use, make sure an aircraft is flying in the air from mission editor.
	Add array exactly like that in the library of RUM_FXDAircraft or RUM_FXDAircraft_Spawn depending on RUM_FXD_NonSpawn.
	Just for example(Spawned): ["RUM_AHEL7","AH-64 'Copperhead'","AH64D",RUM_AHEL_ASpad,"atgm","HellfireLauncher",RUM_AHEL7]
	
	Note - Spawn method requires a vehicle classname and editor placed items (Static) do not .
*/

// If using static, then uncomment (uncommented by default as test mission uses static) and make sure to comment out the spawned version. To use Spawned version, comment out the static version and uncomment the spawned version.

RUM_AHelAircraft_onStation = [
	// Spawn method to place a stationed attack helo and use with RUM Spawn
	// ["RUM_AHEL23","AH-64 'Kubla-Khan'","AH64D",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M230",RUM_AHEL23]
	
	// Static airport (non-spawn) method to place a stationed attack helo and use with RUM Airport.
	[RUM_AHEL3,"AH-99 'WOLFPACK 88'",RUM_AHEL3_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"atgm","missiles_DAGR","sfs","gatling_20mm"]
];

/* 	Library of available aircraft for instantaneous flight from a static spawn point >> ["helo_name_string","helo_callsign","classname",spawnpoint_name]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
	Optional
	1) Put at the end "atgm" for direct fire with ATGM, and the weapon classname used directly after it. eg: "atgm","HellfireLauncher". If using ACE, the AH-1Z Cobra needs to have the Hellfire changed to ACE_Hellfire, the AH-64D Apache does not require this change.
	1a) ATGM - Air to Ground Missile (ie: hellfire missiles {laser guided}
	1b) SFS - Suppressive Fire Support (ie: mounted chaingun or machine gun turret {laser directed})
*/

RUM_AHelAircraft_Spawn = [
	["RUM_AHEL1","AH-99 'WARHORSE 11'","B_Heli_Attack_01_F",RUM_AHel_Spawn],
	["RUM_AHEL2","AH-9 'THUNDER 03'","B_Heli_Light_01_armed_F",RUM_AHel_Spawn]
];

/* Options */
RUM_AHEL_Pilot = "B_Helipilot_F";		// class name for the pilots used
RUM_AHEL_Rspwn = false; 				// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_AHEL_RspwnTime = 30; 				// time delay for respawn
RUM_AHEL_RspwnDesTime = 180;				// time it takes before the helo will respawn if deserted, 0 = never
RUM_AHEL_RspwnDestroy = false;			// true = destroy vehicle before despawn/vanish; false = just despawns/vanishes, no destroyed effect
RUM_AHEL_NumRspwn = 0; 					// number of respawns, 0 = infinity
RUM_AHEL_DriverGunnerLock = true; 		// true = locks the drive and gunner seats; false = will unlock the gunner and driver for AI or Human use
RUM_AHEL_NonSpawn = true;				// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_AHEL_CarrierDeck = 17.1;			// if "NonSpawn" is true, then this will define the deck height if using a carrier, (height in meters)
RUM_AHEL_ReSupTime = 30;				// time it takes before the plane can be refitted for another run
RUM_AHEL_flyHeight = 75;				// height in meters the aircraft will fly at
RUM_AHEL_flyStationHeight = 18;			// height in meters the aircraft will hover at while on station
RUM_AHEL_flyFireHeight = 80;			// height in meters the aircraft will raise up to when firing ATGM or SFS
RUM_AHEL_flightCheckIn = false;			// when true the flight checking will be done for on station aircraft 

/*/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  ROTOR BLADE TRANSPORT AIRCRAFT  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\*/

/* 	Library of available aircraft at an airport >> [helo_name,"plane_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	1) Create a helo and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Create an object (i.e. Game Logic) and name it, for the plane to sit off the runway when inactive.
	4) Another object (i.e. Game Logic) at the startpoint of the runway where it will take off from.
	5) Another object (i.e. Game Logic) at the end or outgoing point of the runway.
	6) Another object (i.e. Game Logic) at the start or inbound point farther out from the runway by several hundred meters.
*/

RUM_THelAircraft = [
	 [RUM_THEL1,"UH-80 'GHOSTHAWK 77'",RUM_THEL1_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL3,"-UH-80 'SEAHAWK 07'",RUM_THEL3_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL10,"-UH-80 'WAVERUNNER 11'",RUM_THEL10_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL5,"-UH-80 'ORCA 34'",RUM_THEL5_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL6,"-CH-67E 'HUMPBACK 51'",RUM_THEL6_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL12,"CH-49 'MOHAWK 83'",RUM_THEL12_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"combat","para","fastrope"],
	 [RUM_THEL2,"MH-9 'ROBIN 23'",RUM_THEL2_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"combat"],
	 [RUM_THEL11,"CH-67E 'CONDOR 77'",RUM_THEL11_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,"combat","para","fastrope"]
];

/* A Library of available aircraft for instantaneous flight from a static spawn point >> ["helo_name_string","helo_callsign","classname",spawnpoint_name,"Custom Init","Helo Options"]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
	5) Optional - Put a custom init in the section of the array named "init" above for the array elements below. ex: null = [this, ""Basic""] call compile preprocessFile RUM_PATH+""Transport\VehicleInitOptions.sqf""; has already been placed and can be used or changed. It has a Basic setting which removes all weapons and cargo from the vehicle. These settings can be changed in the "RUM\Transport\VehicleInitOptions.sqf" file.
	6) Optional - add to the end of the array, options for the vehicle, see the example above for placement under "Helo Options". Each option must be seperated by a comma as they are in this example: "combat","para","halo","fastrope" - these are also the options that can be entered - some of these options require additional addons like ACE or Norrins Fastrope to be installed properly to function.
*/

RUM_THelAircraft_Spawn = [
	["RUM_THEL12","UH-80 'GHOSTHAWK 77'","B_Heli_Transport_01_F",RUM_THel_Spawn,"","combat","para","halo"],
	["RUM_THEL22","MH-9 'ROBIN 23'","B_Heli_Light_01_F",RUM_THel_Spawn,"","combat"],
	["RUM_THEL32","UH-80 'WORKHORSE 06'","B_Heli_Transport_01_camo_F",RUM_THel_Spawn,"","combat","para","halo"],
	["RUM_THEL42","MH-47E 'WHOPPER 99'","kyo_MH47E_HC",RUM_THel_Spawn,"","combat","para","halo"],
	["RUM_THEL53","CH-67 'WHISKEY 69'","B_Heli_Transport_03_unarmed_F",RUM_THel_Spawn,"","combat","para","halo"]
];

/* Options */
RUM_THEL_Pilot = "B_Helipilot_F";		// class name for the helicopter pilots used
RUM_THEL_Crew = "B_helicrew_F";			// class name for the helicopter crew used

RUM_THEL_Rspwn = false;	 				// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_THEL_NumRspwn = 0; 					// number of times the helo will respawn, 0 = infinity
RUM_THEL_RspwnTime = 300;				// time delay for to respawn another helo when its been destroyed
RUM_THel_RspwnDestroy = false;			// true = destroy vehicle before despawn/vanish; false = just despawns/vanishes, no destroyed effect
RUM_THel_RspwnDesTime = 180;			// time it takes before the helo will respawn if deserted, 0 = never
RUM_THEL_ReSupTime = 300;				// time it takes before the plane can be refitted for another run

RUM_THEL_NonSpawn = false; 				// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_THEL_DriverLock = true; 			// true = locks the driver seat; false = unlocks the driver seat for AI/Human use
RUM_THEL_TurretLock = true; 			// true = locks the turret seat; false = unlocks the turret(s) seat for AI/Human use

RUM_THEL_flyHeight = 90;				// height in meters the aircraft will fly at (helo)
RUM_THEL_flyHeightPLN = 1000;			// height in meters the aircraft will fly at (plane)
RUM_THEL_flyHeightHALO = 2500;			// height in meters the aircraft will fly at for a HALO Jump insertion
RUM_THEL_flyHeightPara = 200;			// height in meters the aircraft will fly when on a paradrop insertion

RUM_THEL_CarrierDeck = 18.1;			// if "NonSpawn" is true, then this will define the deck height if using a carrier, (height in meters)
RUM_THEL_SmokeLZ = true;				// autogen a smoke grenade at the LZ for pickup
RUM_THEL_Options = true;				// enables equipped vehicles to open their doors and ramps when landing, taking off, or para/halo jumping.
RUM_THEL_invisibleH = true;				// autogen an inivisble H-pad to aid landing at the LZ, true = on; false is off (off will let the helo decide where to land)

/*/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\  ROTOR BLADE LOGISTICS AIRCRAFT  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\*/

/* 	Library of available aircraft at an airport >> [helo_name,"plane_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	1) Create a helo and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
	4) Another object at the startpoint of the runway where it will take off from.
	5) Another object at the end or outgoing point of the runway.
	6) Another object at the start or inbound point farther out from the runway by several hundred meters.
	7) Can set the load capacity in arbitrary units to determine if a given helicopter can lift a certain payload.
	Optional 
	1) add "plane" in the array so that the aircraft can't use a sling load
*/

RUM_SUPAircraft = [
	 [RUM_THEL1,"UH-80 'GHOSTHAWK 77'",RUM_THEL1_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,16550],
	 [RUM_THEL3,"-UH-80 'SEAHAWK 07'",RUM_THEL3_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,16550],
	 [RUM_THEL10,"UH-80 'WAVERUNNER 11'",RUM_THEL10_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,16550],
	 [RUM_THEL6,"-CH-67E 'HUMPBACK 51'",RUM_THEL6_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,30800],
	 [RUM_THEL5,"-UH-80 'ORCA 34'",RUM_THEL5_HOME,RUM_Airport,RUM_LHD_Helo_egress,RUM_LHD_Helo_ingress,16550],
	 [RUM_THEL2,"MH-9 'ROBIN 23'",RUM_THEL2_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,2500],
	 [RUM_THEL11,"CH-67E 'CONDOR 77'",RUM_THEL11_HOME,RUM_Airport,RUM_Airport_Helo_egress,RUM_Airport_Helo_ingress,30800]
];

/* 	Library of available aircraft for instantaneous flight from a static spawn point>> ["helo_name_string","helo_callsign","classname",spawnpoint_name]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
*/

RUM_SUPAircraft_Spawn = [
	["RUM_THEL1","UH-80 'GHOSTHAWK 77'","B_Heli_Transport_01_F",RUM_SUP_Spawn,16550],
	["RUM_THEL2","MH-9 'ROBIN 23'","B_Heli_Light_01_F",RUM_SUP_Spawn,1000],
	["RUM_THEL20","C-130J 'HEAVY 41'","C130J_Cargo",RUM_SUP_Spawn,78000,"plane"],
	["RUM_THEL13","CH-67 'BLINDSIDE 00'","B_Heli_Transport_03_unarmed_F",RUM_SUP_Spawn,30800]
];

/* 	Library of Supply drops>> ["Description","classname","init",weight]

	1) Make up a description name to be used in the dialog.
	2) Add the classname in the cfgVehicles of the object to be dropeed.
	3) Put in an init line to be used on the spawned object (i.e. ammocrate filler scripts); mind the syntax change in the quotes
	4) Weight of payload item, (arbitrary units)
*/

RUM_SUP_Payload = [
	["--- Munitions","","",0],
	/* At current - Oct 2013, these do not work well with the current parachute and will be resolved with the cargo chute
	// ["Ammunition Crate","Box_NATO_Ammo_F","",160],
	// ["Weapons Crate","Box_NATO_Wps_F","",475],
	// ["Grenades Crate","Box_NATO_Grenades_F","",125],
	// ["Ordnance Crate","Box_NATO_AmmoOrd_F","",355],
	// ["Launchers","Box_NATO_WpsLaunch_F","",650],
	// ["Special Weapons Crate","Box_NATO_WpsSpecial_F","",560],
	*/
	["Assault Rifles","B_supplyCrate_F","A3B_Rifles",1300],
	["Sniper Rifles","B_supplyCrate_F","A3B_Sniper",550],
	["Items & Kits","B_supplyCrate_F","A3B_Items",775],
	["Launchers","B_supplyCrate_F","A3B_Launchers",1100],
	["Mission Ordnance","B_CargoNet_01_ammo_F","A3B_MissionOrdnance",2100],
	["Support Vehicle","NATO_Strider_HMG","A3B_Ordnance",18000]
];

/* Options */
RUM_SUP_Pilot = "B_Helipilot_F";			// class name for the pilots used
RUM_SUP_Rspwn = false; 						// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_SUP_RspwnTime = 30;					// time delay for respawn
RUM_SUP_NumRspwn = 0; 						// number of respawns, 0 = infinity
RUM_SUP_NonSpawn = true; 					// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_SUP_CarrierDeck = 17.1;					// if "NonSpawn" is true, then this will define the deck height if using a carrier, (height in meters)
RUM_SUP_ReSupTime = 20;						// time it takes before the plane can be refitted for another run
RUM_SUP_flyHeight = 75;						// height in meters the aircraft will fly at enroute to/from drop zone (helo)
RUM_SUP_flyDropHeight = 50;					// height in meters the "Helo" will fly at into drop zone to drop its payload 
RUM_SUP_flyHeightPLN = 400;					// height in meters the aircraft will fly at enroute to/from drop zone (fxd wing)
RUM_SUP_flyDropHeightPLN = 125;				// height in meters the "Plane" will fly at into drop zone to drop its payload
RUM_SUP_payloadParaLimit = 25000;			// parachute weight limit (arbitrary units)
RUM_SUP_payloadMedHeloLimit = 12000;		// weight limit for medium sized helicopter to be able to sling load. (ex: UH60 blackhawk = 11500lbs, a UH1 = 5100lbs)
RUM_SUP_smoke = true;						// the dropped item will have snomke go off when it touches down
RUM_SUP_slingLoad = true;					// allows for sling loading, make false if not using appropriate addons
RUM_SUP_Options = true;						// enables equipped vehicles to open their doors and ramps when landing and taking off. (Currently enabled: MV22)


if(true)exitWith{[] execVM (RUM_PATH+"RUM_init.sqf")};